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.. meta:: | ||
:description: This chapter describes the texture fetching modes of the HIP ecosystem | ||
ROCm software. | ||
:keywords: AMD, ROCm, HIP, Texture, Texture Fetching | ||
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******************************************************************************* | ||
Texture fetching | ||
******************************************************************************* | ||
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`Textures <../doxygen/html/group___texture.html>`_ are more than just a buffer interpreted as a 1D, 2D, or 3D array. | ||
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As textures are associated with graphics, they are indexed using floating-point values. The index can be in the range of [0 to size-1] or [0 to 1]. | ||
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Depending on the index, texture sampling or texture addressing is performed, which decides the return value. | ||
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**Texture sampling**: When a texture is indexed with a fraction, the queried value is often between two or more texels (texture elements). The sampling method defines what value to return in such cases. | ||
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**Texture addressing**: Sometimes, the index is outside the bounds of the texture. This condition might look like a problem but helps to put a texture on a surface multiple times or to create a visible sign of out-of-bounds indexing, in computer graphics. The addressing mode defines what value to return when indexing a texture out of bounds. | ||
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The different sampling and addressing modes are described in the following sections. | ||
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Here is the sample texture used in this document for demonstration purposes. It is 2x2 texels and indexed in the [0 to 1] range. | ||
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.. figure:: ../data/understand/textures/original.png | ||
:width: 150 | ||
:alt: Sample texture | ||
:align: center | ||
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Texture used as example | ||
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Texture sampling | ||
=============================================================================== | ||
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Texture sampling handles the usage of fractional indices. It is the method that describes, which nearby values will be used, and how they are combined into the resulting value. | ||
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The various texture sampling methods are discussed in the following sections. | ||
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.. _texture_fetching_nearest: | ||
Nearest point sampling | ||
------------------------------------------------------------------------------- | ||
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In this method, the modulo of index is calculated as: | ||
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``tex(x) = T[floor(x)]`` | ||
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This is also applicable for 2D and 3D variants. | ||
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This doesn't interpolate between neighboring values, which results in a pixelated look. | ||
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The following image shows a texture stretched to a 4x4 pixel quad but still indexed in the [0 to 1] range. The in-between values are the same as the values of the nearest texel. | ||
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.. figure:: ../data/understand/textures/nearest.png | ||
:width: 300 | ||
:alt: Texture upscaled with nearest point sampling | ||
:align: center | ||
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Texture upscaled with nearest point sampling | ||
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.. _texture_fetching_linear: | ||
Linear filtering | ||
------------------------------------------------------------------------------- | ||
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The linear filtering method does a linear interpolation between values. Linear interpolation is used to create a linear transition between two values. The formula used is ``(1-t)P1 + tP2`` where ``P1`` and ``P2`` are the values and ``t`` is within the [0 to 1] range. | ||
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In the case of texture sampling the following formulas are used: | ||
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* For one dimensional textures: ``tex(x) = (1-α)T[i] + αT[i+1]`` | ||
* For two dimensional textures: ``tex(x,y) = (1-α)(1-β)T[i,j] + α(1-β)T[i+1,j] + (1-α)βT[i,j+1] + αβT[i+1,j+1]`` | ||
* For three dimensional textures: ``tex(x,y,z) = (1-α)(1-β)(1-γ)T[i,j,k] + α(1-β)(1-γ)T[i+1,j,k] + (1-α)β(1-γ)T[i,j+1,k] + αβ(1-γ)T[i+1,j+1,k] + (1-α)(1-β)γT[i,j,k+1] + α(1-β)γT[i+1,j,k+1] + (1-α)βγT[i,j+1,k+1] + αβγT[i+1,j+1,k+1]`` | ||
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Where x, y, and, z are the floating-point indices. i, j, and, k are the integer indices and, α, β, and, γ values represent how far along the sampled point is on the three axes. These values are calculated by these formulas: ``i = floor(x')``, ``α = frac(x')``, ``x' = x - 0.5``, ``j = floor(y')``, ``β = frac(y')``, ``y' = y - 0.5``, ``k = floor(z')``, ``γ = frac(z')`` and ``z' = z - 0.5`` | ||
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This following image shows a texture stretched out to a 4x4 pixel quad, but still indexed in the [0 to 1] range. The in-between values are interpolated between the neighboring texels. | ||
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.. figure:: ../data/understand/textures/linear.png | ||
:width: 300 | ||
:alt: Texture upscaled with linear filtering | ||
:align: center | ||
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Texture upscaled with linear filtering | ||
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Texture addressing | ||
=============================================================================== | ||
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Texture addressing mode handles the index that is out of bounds of the texture. This mode describes which values of the texture or a preset value to use when the index is out of bounds. | ||
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The following sections describe the various texture addressing methods. | ||
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.. _texture_fetching_border: | ||
Address mode border | ||
------------------------------------------------------------------------------- | ||
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In this method, the texture fetching returns a border value when indexing out of bounds. The border value must be set before texture fetching. | ||
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The following image shows the texture on a 4x4 pixel quad, indexed in the [0 to 3] range. The out-of-bounds values are the border color, which is yellow. | ||
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.. figure:: ../data/understand/textures/border.png | ||
:width: 300 | ||
:alt: Texture with yellow border color | ||
:align: center | ||
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Texture with yellow border color. | ||
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The purple lines are not part of the texture. They only denote the edge, where the addressing begins. | ||
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.. _texture_fetching_clamp: | ||
Address mode clamp | ||
------------------------------------------------------------------------------- | ||
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This mode clamps the index between [0 to size-1]. Due to this, when indexing out-of-bounds, the values on the edge of the texture repeat. The clamp mode is the default addressing mode. | ||
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The following image shows the texture on a 4x4 pixel quad, indexed in the [0 to 3] range. The out-of-bounds values are repeating the values at the edge of the texture. | ||
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.. figure:: ../data/understand/textures/clamp.png | ||
:width: 300 | ||
:alt: Texture with clamp addressing | ||
:align: center | ||
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Texture with clamp addressing | ||
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The purple lines are not part of the texture. They only denote the edge, where the addressing begins. | ||
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.. _texture_fetching_wrap: | ||
Address mode wrap | ||
------------------------------------------------------------------------------- | ||
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Wrap mode addressing is only available for normalized texture coordinates. In this addressing mode, the fractional part of the index is used: | ||
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``tex(frac(x))`` | ||
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This creates a repeating image effect. | ||
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The following image shows the texture on a 4x4 pixel quad, indexed in the [0 to 3] range. The out-of-bounds values are repeating the original texture. | ||
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.. figure:: ../data/understand/textures/wrap.png | ||
:width: 300 | ||
:alt: Texture with wrap addressing | ||
:align: center | ||
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Texture with wrap addressing. | ||
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The purple lines are not part of the texture. They only denote the edge, where the addressing begins. | ||
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.. _texture_fetching_mirror: | ||
Address mode mirror | ||
------------------------------------------------------------------------------- | ||
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Similar to the wrap mode the mirror mode is only available for normalized texture coordinates and also creates a repeating image, but mirroring the neighboring instances. | ||
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The formula is the following: | ||
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``tex(frac(x))``, if ``floor(x)`` is even, | ||
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``tex(1 - frac(x))``, if ``floor(x)`` is odd. | ||
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The following image shows the texture on a 4x4 pixel quad, indexed in the [0 to 3] range. The out-of-bounds values are repeating the original texture, but mirrored. | ||
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.. figure:: ../data/understand/textures/mirror.png | ||
:width: 300 | ||
:alt: Texture with mirror addressing | ||
:align: center | ||
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Texture with mirror addressing | ||
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The purple lines are not part of the texture. They only denote the edge, where the addressing begins. |